/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "stdosl.h"
#include "node_ramp_util.h"

shader node_vector_curves(
	color ramp[] = {0.0},
	float min_x = 0.0,
	float max_x = 1.0,

	vector VectorIn = vector(0.0, 0.0, 0.0),
	float Fac = 0.0,
	output vector VectorOut = vector(0.0, 0.0, 0.0))
{
	vector c = (VectorIn - vector(min_x, min_x, min_x)) / (max_x - min_x);

	color r = rgb_ramp_lookup(ramp, c[0], 1, 1);
	color g = rgb_ramp_lookup(ramp, c[0], 1, 1);
	color b = rgb_ramp_lookup(ramp, c[0], 1, 1);

	VectorOut[0] = r[0];
	VectorOut[1] = g[1];
	VectorOut[2] = b[2];

	VectorOut = mix(VectorIn, VectorOut, Fac);
}

